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Posts posted by Lenyoga
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but when playing in the campaign the error shows..That's strange, my guess is that the game is trying to find that folder in the main campaign directory - so putting the .sqs file in the mission folder instead of a sub-folder might be the easiest solution. And in the init.sqs file it should just work the same as from a trigger or mission editor init field.
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The correct syntax would be
_radio addaction ["Take radio", "/artillery/deleteradio.sqs"]
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I saw the video and also know of other examples that somehow manage to screw up the PC port to a certain degree, but I'm kind of baffled, although I'm usually quite an anti-optimist. How and why do these developers or publishers allow their big titles to have such major issues on one of the most important platforms? I mean, even if they're aimed at consoles - the console generations of the future will probably lose a big lot of their market value. So is it just short-sighted and quick-cash oriented business strategy or am I missing something here?
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Damn, I never knew camera.sqs works with copy paste too! Thanks for the linking, this will make my life so much easier...
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It's easier to simply change the camera's position and target instead of killing the old one and creating a new one. The code would look like that:
_camera = "camera" camcreate [0,0,0] _camera cameraEffect ["internal","back"] _camera camsettarget target1 _camera camsetrelpos [0,6,3] _camera camcommit 0 ;; camera looks at target1 for 3 seconds ~3 @camCommitted _camera _camera camsettarget target2 _camera camsetrelpos [0,9,5] _camera camcommit 0 ;; camera cuts to target2 and does a slow zoom which takes 5 seconds @camCommitted _camera _camera camsetrelpos [0,6,5] _camera camcommit 5 ~6 _camera cameraEffect ["terminate","back"] camDestroy _camera exit
---------- Post added at 01:16 ---------- Previous post was at 01:10 ----------
A little explanation, too: "@camCommitted _camera" checks if a camera is done with its operations (change in position, target, field of view), "camCommit" sets the duration for the camera's operations, "camsetrelpos" sets the position to the relative of the target, so [1,0,5] would be 1 meter west of the target and 5 meters above it.
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There's basically two possibilities, you could execute the script from the unit's init eventHandler (they don't work in multiplayer, though, I think) or you could turn "_F16" into "yourTag_F16" and then define that global variable in the the init script or any init field "yourTag_F16 = plane1" - I'd suggest using eventhandlers, though:
class Unit: { parameter = ; parameter = ; parameter = ; class EventHandlers { init = "[(_this select 0)] exec {\AddonFolderName\scriptname.sqs}"; }; };then, the name in the script would be
_F16 = _this select 0
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Glad it worked! And I just saw the mistake I made, I should have had "Say" instead of "PlaySound"
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Did you define the unit first? I'd try it like this: (can't really try it out ingame right now)
Init.sqs: (if plane1 is the unit's name in the editor)
_F22 = plane1 #start @(speed _F22 > 925) _F22 playsound "Sonic" Hint "it should work, if there's no sound, then the sound has a problem" ~5 @(speed _F22 < 920) goto "start"
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I've seen a "armor" script a long time ago, what it did was basically to react when a unit is damaged and undo that damage until a certain value is reached, then the unit would take normal damage and die - you could try that. What might work as an easier way would be to use "this setdammage -10" in a unit's init field. I've tried that out a year or two ago and it made the unit more durable, but it made the soldier's hands shake (I guess the damage value, even if it's negative, still influences the arm shaking) - maybe it works, or maybe they'll be unable to fire a straight shot.
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?(speed _unitname > number) is the piece of code you're looking for. If you have an init script for the unit, which looks like that, it should work
#start
@(speed _unitname > number)
_unitname say "soundeffectName"
~5
@(speed _unitname < SmallerNumber)
goto "start"
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There was a collection of scripts on OFPEC.com, also various tutorials for scripts and basic missions... maybe other sites still have some. And respawning in single player isn't possible, sadly. I've tried a few things out, and it didn't end too well.
---------- Post added at 21:34 ---------- Previous post was at 21:32 ----------
Ah, I got something, here we go: http://ofp.toadlife.net/downloads/tutorials/scripting_guide/scripting.htm
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Yes, same here. Stealing! caused the error.
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Okay, I downloaded and tested it, getting the error - I'll try to find it and kill it.
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I don't see any problems with the structure, so I think firstMission = 01; is the reason for the error message - seems like "01" is recognized as numeric value instead of the mission name, I'd suggest trying to name them all something like "01LastManStanding" and so on.
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Strange... I couldn't find anything, even compared it to my test campaign config. Can you post the new code? Maybe there's something different there.
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Spaces in class names and missions names are usually a no go, "01 The last men standing" should be "01Thelastmenstanding" in both the code and the mission folder's or pbo's name. I can't see any other issues besides that one.
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I would like to ask about two things:1. Is changing loadouts of soldiers a good idea? I'd like to add them more ammo, and remove hand grenades. Can this cause any problems while playing BIS missions/campaigns?
2. Where I can find speed of sprinting soldiers in config file? I'd like to decrease it a little bit.
1 - I think it won't cause many problems, as long as you keep the loadout of the specialists the same - engineers should still have enough mines, and you shouldn't give them any more ammo than they can carry in their inventory, that might lead to issues.
2 - you can find it under CfgMovesMC - it's "class CombatSprintF: Default" - just change the speed value. It's a negative value, though, -0.4, so changing it to -0.5 would make it slower.
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No problem, you're welcome - and if the two textures don't matter, it's okay, otherwise you could use a hex editor to find the path in the file itself and change it. I'm glad it worked out!
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Sorry for ninja, i'm off anyway :)Oops, didn't see it again... well, double-time works better anyway.
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Just do a right-click into the LOD field, click on 'new' and then right click on the new one and go to 'properties' and choose from the options.
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If you open the M1A1, you'll see a window with categories like 0.750, 1.500, ..., Fire Geometry - those are the LODs (levels of detail) - different parts of the 3d file for resolutions, collision detection, rotation axes and interior views.
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No, I didn't but I'll just leave it as it's not that important. Now I'd need these BIS Sample models - could you please upload it somewhere (just tank model) as the link is dead?I couldn't find them either, so here's a Dropbox link with the p3d: https://dl.dropboxusercontent.com/u/102863946/BISM1A1.p3d
---------- Post added at 20:03 ---------- Previous post was at 19:55 ----------
By the way, it would make things easier for later if you already use the Texture Path Swap Tool on the M1A1 - that way you don't have to do it on the three other tanks each.
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This ;) This in the tutorial.Oops... I confess I didn't go through the tutorial...
---------- Post added at 19:43 ---------- Previous post was at 19:42 ----------
Did you try adjusting the resolution values in the cfg file, like ProfTournesol posted?
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You can simply add -window to the parameters in the options for the viewer.
Operation SHOCK (Full Mod + Campaign)
in ADDONS & MODS: COMPLETE
Posted · Edited by Lenyoga
Correcting YouTube link
A little update - I'm still on it, but still busy, so work is going slow. The good news - the fusion cannon is done and ready, here's a little demo video:
UcNY19O08T0